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Switch-Toolbox/Switch_Toolbox_Library/FileFormats/TargaImage.cs

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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
// ==========================================================
// TargaImage
//
// Design and implementation by
// - David Polomis (paloma_sw@cox.net)
//
//
// This source code, along with any associated files, is licensed under
// The Code Project Open License (CPOL) 1.02
// A copy of this license can be found in the CPOL.html file
// which was downloaded with this source code
// or at http://www.codeproject.com/info/cpol10.aspx
//
//
// COVERED CODE IS PROVIDED UNDER THIS LICENSE ON AN "AS IS" BASIS,
// WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED,
// INCLUDING, WITHOUT LIMITATION, WARRANTIES THAT THE COVERED CODE IS
// FREE OF DEFECTS, MERCHANTABLE, FIT FOR A PARTICULAR PURPOSE OR
// NON-INFRINGING. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE
// OF THE COVERED CODE IS WITH YOU. SHOULD ANY COVERED CODE PROVE
// DEFECTIVE IN ANY RESPECT, YOU (NOT THE INITIAL DEVELOPER OR ANY
// OTHER CONTRIBUTOR) ASSUME THE COST OF ANY NECESSARY SERVICING,
// REPAIR OR CORRECTION. THIS DISCLAIMER OF WARRANTY CONSTITUTES AN
// ESSENTIAL PART OF THIS LICENSE. NO USE OF ANY COVERED CODE IS
// AUTHORIZED HEREUNDER EXCEPT UNDER THIS DISCLAIMER.
//
// Use at your own risk!
//
// ==========================================================
using System;
using System.Collections.Generic;
using System.Collections;
using System.Text;
using System.IO;
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
namespace Paloma
{
internal static class TargaConstants
{
// constant byte lengths for various fields in the Targa format
internal const int HeaderByteLength = 18;
internal const int FooterByteLength = 26;
internal const int FooterSignatureOffsetFromEnd = 18;
internal const int FooterSignatureByteLength = 16;
internal const int FooterReservedCharByteLength = 1;
internal const int ExtensionAreaAuthorNameByteLength = 41;
internal const int ExtensionAreaAuthorCommentsByteLength = 324;
internal const int ExtensionAreaJobNameByteLength = 41;
internal const int ExtensionAreaSoftwareIDByteLength = 41;
internal const int ExtensionAreaSoftwareVersionLetterByteLength = 1;
internal const int ExtensionAreaColorCorrectionTableValueLength = 256;
internal const string TargaFooterASCIISignature = "TRUEVISION-XFILE";
}
/// <summary>
/// The Targa format of the file.
/// </summary>
public enum TGAFormat
{
/// <summary>
/// Unknown Targa Image format.
/// </summary>
UNKNOWN = 0,
/// <summary>
/// Original Targa Image format.
/// </summary>
/// <remarks>Targa Image does not have a Signature of ""TRUEVISION-XFILE"".</remarks>
ORIGINAL_TGA = 100,
/// <summary>
/// New Targa Image format
/// </summary>
/// <remarks>Targa Image has a TargaFooter with a Signature of ""TRUEVISION-XFILE"".</remarks>
NEW_TGA = 200
}
/// <summary>
/// Indicates the type of color map, if any, included with the image file.
/// </summary>
public enum ColorMapType : byte
{
/// <summary>
/// No color map was included in the file.
/// </summary>
NO_COLOR_MAP = 0,
/// <summary>
/// Color map was included in the file.
/// </summary>
COLOR_MAP_INCLUDED = 1
}
/// <summary>
/// The type of image read from the file.
/// </summary>
public enum ImageType : byte
{
/// <summary>
/// No image data was found in file.
/// </summary>
NO_IMAGE_DATA = 0,
/// <summary>
/// Image is an uncompressed, indexed color-mapped image.
/// </summary>
UNCOMPRESSED_COLOR_MAPPED = 1,
/// <summary>
/// Image is an uncompressed, RGB image.
/// </summary>
UNCOMPRESSED_TRUE_COLOR = 2,
/// <summary>
/// Image is an uncompressed, Greyscale image.
/// </summary>
UNCOMPRESSED_BLACK_AND_WHITE = 3,
/// <summary>
/// Image is a compressed, indexed color-mapped image.
/// </summary>
RUN_LENGTH_ENCODED_COLOR_MAPPED = 9,
/// <summary>
/// Image is a compressed, RGB image.
/// </summary>
RUN_LENGTH_ENCODED_TRUE_COLOR = 10,
/// <summary>
/// Image is a compressed, Greyscale image.
/// </summary>
RUN_LENGTH_ENCODED_BLACK_AND_WHITE = 11
}
/// <summary>
/// The top-to-bottom ordering in which pixel data is transferred from the file to the screen.
/// </summary>
public enum VerticalTransferOrder
{
/// <summary>
/// Unknown transfer order.
/// </summary>
UNKNOWN = -1,
/// <summary>
/// Transfer order of pixels is from the bottom to top.
/// </summary>
BOTTOM = 0,
/// <summary>
/// Transfer order of pixels is from the top to bottom.
/// </summary>
TOP = 1
}
/// <summary>
/// The left-to-right ordering in which pixel data is transferred from the file to the screen.
/// </summary>
public enum HorizontalTransferOrder
{
/// <summary>
/// Unknown transfer order.
/// </summary>
UNKNOWN = -1,
/// <summary>
/// Transfer order of pixels is from the right to left.
/// </summary>
RIGHT = 0,
/// <summary>
/// Transfer order of pixels is from the left to right.
/// </summary>
LEFT = 1
}
/// <summary>
/// Screen destination of first pixel based on the VerticalTransferOrder and HorizontalTransferOrder.
/// </summary>
public enum FirstPixelDestination
{
/// <summary>
/// Unknown first pixel destination.
/// </summary>
UNKNOWN = 0,
/// <summary>
/// First pixel destination is the top-left corner of the image.
/// </summary>
TOP_LEFT = 1,
/// <summary>
/// First pixel destination is the top-right corner of the image.
/// </summary>
TOP_RIGHT = 2,
/// <summary>
/// First pixel destination is the bottom-left corner of the image.
/// </summary>
BOTTOM_LEFT = 3,
/// <summary>
/// First pixel destination is the bottom-right corner of the image.
/// </summary>
BOTTOM_RIGHT = 4
}
/// <summary>
/// The RLE packet type used in a RLE compressed image.
/// </summary>
public enum RLEPacketType
{
/// <summary>
/// A raw RLE packet type.
/// </summary>
RAW = 0,
/// <summary>
/// A run-length RLE packet type.
/// </summary>
RUN_LENGTH = 1
}
/// <summary>
/// Reads and loads a Truevision TGA Format image file.
/// </summary>
public class TargaImage : IDisposable
{
private TargaHeader objTargaHeader = null;
private TargaExtensionArea objTargaExtensionArea = null;
private TargaFooter objTargaFooter = null;
private Bitmap bmpTargaImage = null;
private Bitmap bmpImageThumbnail = null;
private TGAFormat eTGAFormat = TGAFormat.UNKNOWN;
private string strFileName = string.Empty;
private int intStride = 0;
private int intPadding = 0;
private GCHandle ImageByteHandle;
private GCHandle ThumbnailByteHandle;
// Track whether Dispose has been called.
private bool disposed = false;
/// <summary>
/// Creates a new instance of the TargaImage object.
/// </summary>
public TargaImage()
{
this.objTargaFooter = new TargaFooter();
this.objTargaHeader = new TargaHeader();
this.objTargaExtensionArea = new TargaExtensionArea();
this.bmpTargaImage = null;
this.bmpImageThumbnail = null;
}
/// <summary>
/// Gets a TargaHeader object that holds the Targa Header information of the loaded file.
/// </summary>
public TargaHeader Header
{
get { return this.objTargaHeader; }
}
/// <summary>
/// Gets a TargaExtensionArea object that holds the Targa Extension Area information of the loaded file.
/// </summary>
public TargaExtensionArea ExtensionArea
{
get { return this.objTargaExtensionArea; }
}
/// <summary>
/// Gets a TargaExtensionArea object that holds the Targa Footer information of the loaded file.
/// </summary>
public TargaFooter Footer
{
get { return this.objTargaFooter; }
}
/// <summary>
/// Gets the Targa format of the loaded file.
/// </summary>
public TGAFormat Format
{
get { return this.eTGAFormat; }
}
/// <summary>
/// Gets a Bitmap representation of the loaded file.
/// </summary>
public Bitmap Image
{
get { return this.bmpTargaImage; }
}
/// <summary>
/// Gets the thumbnail of the loaded file if there is one in the file.
/// </summary>
public Bitmap Thumbnail
{
get { return this.bmpImageThumbnail; }
}
/// <summary>
/// Gets the full path and filename of the loaded file.
/// </summary>
public string FileName
{
get { return this.strFileName; }
}
/// <summary>
/// Gets the byte offset between the beginning of one scan line and the next. Used when loading the image into the Image Bitmap.
/// </summary>
/// <remarks>
/// The memory allocated for Microsoft Bitmaps must be aligned on a 32bit boundary.
/// The stride refers to the number of bytes allocated for one scanline of the bitmap.
/// </remarks>
public int Stride
{
get { return this.intStride; }
}
/// <summary>
/// Gets the number of bytes used to pad each scan line to meet the Stride value. Used when loading the image into the Image Bitmap.
/// </summary>
/// <remarks>
/// The memory allocated for Microsoft Bitmaps must be aligned on a 32bit boundary.
/// The stride refers to the number of bytes allocated for one scanline of the bitmap.
/// In your loop, you copy the pixels one scanline at a time and take into
/// consideration the amount of padding that occurs due to memory alignment.
/// </remarks>
public int Padding
{
get { return this.intPadding; }
}
// Use C# destructor syntax for finalization code.
// This destructor will run only if the Dispose method
// does not get called.
// It gives your base class the opportunity to finalize.
// Do not provide destructors in types derived from this class.
/// <summary>
/// TargaImage deconstructor.
/// </summary>
~TargaImage()
{
// Do not re-create Dispose clean-up code here.
// Calling Dispose(false) is optimal in terms of
// readability and maintainability.
Dispose(false);
}
public bool IsSupportedTGA(Stream ImageStream)
{
using (BinaryReader binReader = new BinaryReader(ImageStream, Encoding.Default, true))
{
this.LoadTGAFooterInfo(binReader);
return this.LoadTGAHeaderInfo(binReader);
}
}
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
/// <summary>
/// Creates a new instance of the TargaImage object with strFileName as the image loaded.
/// </summary>
public TargaImage(string strFileName) : this()
{
// make sure we have a .tga file
if (System.IO.Path.GetExtension(strFileName).ToLower() == ".tga")
{
// make sure the file exists
if (System.IO.File.Exists(strFileName) == true)
{
this.strFileName = strFileName;
MemoryStream filestream = null;
BinaryReader binReader = null;
byte[] filebytes = null;
// load the file as an array of bytes
filebytes = System.IO.File.ReadAllBytes(this.strFileName);
if (filebytes != null && filebytes.Length > 0)
{
// create a seekable memory stream of the file bytes
using (filestream = new MemoryStream(filebytes))
{
if (filestream != null && filestream.Length > 0 && filestream.CanSeek == true)
{
// create a BinaryReader used to read the Targa file
using (binReader = new BinaryReader(filestream))
{
this.LoadTGAFooterInfo(binReader);
this.LoadTGAHeaderInfo(binReader);
this.LoadTGAExtensionArea(binReader);
this.LoadTGAImage(binReader);
}
}
else
throw new Exception(@"Error loading file, could not read file from disk.");
}
}
else
throw new Exception(@"Error loading file, could not read file from disk.");
}
else
throw new Exception(@"Error loading file, could not find file '" + strFileName + "' on disk.");
}
else
throw new Exception(@"Error loading file, file '" + strFileName + "' must have an extension of '.tga'.");
}
/// <summary>
/// Creates a new instance of the TargaImage object loading the image data from the provided stream.
/// </summary>
public TargaImage(Stream ImageStream)
: this()
{
if (ImageStream != null && ImageStream.Length > 0 && ImageStream.CanSeek == true)
{
// create a BinaryReader used to read the Targa file
using (BinaryReader binReader = new BinaryReader(ImageStream))
{
this.LoadTGAFooterInfo(binReader);
this.LoadTGAHeaderInfo(binReader);
this.LoadTGAExtensionArea(binReader);
this.LoadTGAImage(binReader);
}
}
else
throw new ArgumentException(@"Error loading image, Null, zero length or non-seekable stream provided.", "ImageStream");
}
/// <summary>
/// Loads the Targa Footer information from the file.
/// </summary>
/// <param name="binReader">A BinaryReader that points the loaded file byte stream.</param>
private void LoadTGAFooterInfo(BinaryReader binReader)
{
if (binReader != null && binReader.BaseStream != null && binReader.BaseStream.Length > 0 && binReader.BaseStream.CanSeek == true)
{
try
{
// set the cursor at the beginning of the signature string.
binReader.BaseStream.Seek((TargaConstants.FooterSignatureOffsetFromEnd * -1), SeekOrigin.End);
// read the signature bytes and convert to ascii string
string Signature = System.Text.Encoding.ASCII.GetString(binReader.ReadBytes(TargaConstants.FooterSignatureByteLength)).TrimEnd('\0');
// do we have a proper signature
if (string.Compare(Signature, TargaConstants.TargaFooterASCIISignature) == 0)
{
// this is a NEW targa file.
// create the footer
this.eTGAFormat = TGAFormat.NEW_TGA;
// set cursor to beginning of footer info
binReader.BaseStream.Seek((TargaConstants.FooterByteLength * -1), SeekOrigin.End);
// read the Extension Area Offset value
int ExtOffset = binReader.ReadInt32();
// read the Developer Directory Offset value
int DevDirOff = binReader.ReadInt32();
// skip the signature we have already read it.
binReader.ReadBytes(TargaConstants.FooterSignatureByteLength);
// read the reserved character
string ResChar = System.Text.Encoding.ASCII.GetString(binReader.ReadBytes(TargaConstants.FooterReservedCharByteLength)).TrimEnd('\0');
// set all values to our TargaFooter class
this.objTargaFooter.SetExtensionAreaOffset(ExtOffset);
this.objTargaFooter.SetDeveloperDirectoryOffset(DevDirOff);
this.objTargaFooter.SetSignature(Signature);
this.objTargaFooter.SetReservedCharacter(ResChar);
}
else
{
// this is not an ORIGINAL targa file.
this.eTGAFormat = TGAFormat.ORIGINAL_TGA;
}
}
catch ( Exception ex )
{
// clear all
this.ClearAll();
throw ex;
}
}
else
{
this.ClearAll();
throw new Exception(@"Error loading file, could not read file from disk.");
}
}
/// <summary>
/// Loads the Targa Header information from the file.
/// </summary>
/// <param name="binReader">A BinaryReader that points the loaded file byte stream.</param>
private bool LoadTGAHeaderInfo(BinaryReader binReader)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
{
if (binReader != null && binReader.BaseStream != null && binReader.BaseStream.Length > 0 && binReader.BaseStream.CanSeek == true)
{
try
{
// set the cursor at the beginning of the file.
binReader.BaseStream.Seek(0, SeekOrigin.Begin);
// read the header properties from the file
this.objTargaHeader.SetImageIDLength(binReader.ReadByte());
this.objTargaHeader.SetColorMapType((ColorMapType)binReader.ReadByte());
this.objTargaHeader.SetImageType((ImageType)binReader.ReadByte());
this.objTargaHeader.SetColorMapFirstEntryIndex(binReader.ReadInt16());
this.objTargaHeader.SetColorMapLength(binReader.ReadInt16());
this.objTargaHeader.SetColorMapEntrySize(binReader.ReadByte());
this.objTargaHeader.SetXOrigin(binReader.ReadInt16());
this.objTargaHeader.SetYOrigin(binReader.ReadInt16());
this.objTargaHeader.SetWidth(binReader.ReadInt16());
this.objTargaHeader.SetHeight(binReader.ReadInt16());
byte pixeldepth = binReader.ReadByte();
switch (pixeldepth)
{
case 8:
case 16:
case 24:
case 32:
this.objTargaHeader.SetPixelDepth(pixeldepth);
break;
default:
this.ClearAll();
return false;
// throw new Exception("Targa Image only supports 8, 16, 24, or 32 bit pixel depths.");
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
}
byte ImageDescriptor = binReader.ReadByte();
this.objTargaHeader.SetAttributeBits((byte)Utilities.GetBits(ImageDescriptor, 0, 4));
this.objTargaHeader.SetVerticalTransferOrder((VerticalTransferOrder)Utilities.GetBits(ImageDescriptor, 5, 1));
this.objTargaHeader.SetHorizontalTransferOrder((HorizontalTransferOrder)Utilities.GetBits(ImageDescriptor, 4, 1));
// load ImageID value if any
if (this.objTargaHeader.ImageIDLength > 0)
{
byte[] ImageIDValueBytes = binReader.ReadBytes(this.objTargaHeader.ImageIDLength);
this.objTargaHeader.SetImageIDValue(System.Text.Encoding.ASCII.GetString(ImageIDValueBytes).TrimEnd('\0'));
}
}
catch (Exception ex)
{
this.ClearAll();
throw ex;
}
// load color map if it's included and/or needed
// Only needed for UNCOMPRESSED_COLOR_MAPPED and RUN_LENGTH_ENCODED_COLOR_MAPPED
// image types. If color map is included for other file types we can ignore it.
if (this.objTargaHeader.ColorMapType == ColorMapType.COLOR_MAP_INCLUDED)
{
if (this.objTargaHeader.ImageType == ImageType.UNCOMPRESSED_COLOR_MAPPED ||
this.objTargaHeader.ImageType == ImageType.RUN_LENGTH_ENCODED_COLOR_MAPPED)
{
if (this.objTargaHeader.ColorMapLength > 0)
{
try
{
for (int i = 0; i < this.objTargaHeader.ColorMapLength; i++)
{
int a = 0;
int r = 0;
int g = 0;
int b = 0;
// load each color map entry based on the ColorMapEntrySize value
switch (this.objTargaHeader.ColorMapEntrySize)
{
case 15:
byte[] color15 = binReader.ReadBytes(2);
// remember that the bytes are stored in reverse oreder
this.objTargaHeader.ColorMap.Add(Utilities.GetColorFrom2Bytes(color15[1], color15[0]));
break;
case 16:
byte[] color16 = binReader.ReadBytes(2);
// remember that the bytes are stored in reverse oreder
this.objTargaHeader.ColorMap.Add(Utilities.GetColorFrom2Bytes(color16[1], color16[0]));
break;
case 24:
b = Convert.ToInt32(binReader.ReadByte());
g = Convert.ToInt32(binReader.ReadByte());
r = Convert.ToInt32(binReader.ReadByte());
this.objTargaHeader.ColorMap.Add(System.Drawing.Color.FromArgb(r, g, b));
break;
case 32:
a = Convert.ToInt32(binReader.ReadByte());
b = Convert.ToInt32(binReader.ReadByte());
g = Convert.ToInt32(binReader.ReadByte());
r = Convert.ToInt32(binReader.ReadByte());
this.objTargaHeader.ColorMap.Add(System.Drawing.Color.FromArgb(a, r, g, b));
break;
default:
this.ClearAll();
throw new Exception("TargaImage only supports ColorMap Entry Sizes of 15, 16, 24 or 32 bits.");
}
}
}
catch (Exception ex)
{
this.ClearAll();
throw ex;
}
}
else
{
this.ClearAll();
throw new Exception("Image Type requires a Color Map and Color Map Length is zero.");
}
}
}
else
{
if (this.objTargaHeader.ImageType == ImageType.UNCOMPRESSED_COLOR_MAPPED ||
this.objTargaHeader.ImageType == ImageType.RUN_LENGTH_ENCODED_COLOR_MAPPED)
{
this.ClearAll();
throw new Exception("Image Type requires a Color Map and there was not a Color Map included in the file.");
}
}
}
else
{
this.ClearAll();
throw new Exception(@"Error loading file, could not read file from disk.");
}
return true;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
}
/// <summary>
/// Loads the Targa Extension Area from the file, if it exists.
/// </summary>
/// <param name="binReader">A BinaryReader that points the loaded file byte stream.</param>
private void LoadTGAExtensionArea(BinaryReader binReader)
{
if (binReader != null && binReader.BaseStream != null && binReader.BaseStream.Length > 0 && binReader.BaseStream.CanSeek == true)
{
// is there an Extension Area in file
if (this.objTargaFooter.ExtensionAreaOffset > 0)
{
try
{
// set the cursor at the beginning of the Extension Area using ExtensionAreaOffset.
binReader.BaseStream.Seek(this.objTargaFooter.ExtensionAreaOffset, SeekOrigin.Begin);
// load the extension area fields from the file
this.objTargaExtensionArea.SetExtensionSize((int)(binReader.ReadInt16()));
this.objTargaExtensionArea.SetAuthorName(System.Text.Encoding.ASCII.GetString(binReader.ReadBytes(TargaConstants.ExtensionAreaAuthorNameByteLength)).TrimEnd('\0'));
this.objTargaExtensionArea.SetAuthorComments(System.Text.Encoding.ASCII.GetString(binReader.ReadBytes(TargaConstants.ExtensionAreaAuthorCommentsByteLength)).TrimEnd('\0'));
// get the date/time stamp of the file
Int16 iMonth = binReader.ReadInt16();
Int16 iDay = binReader.ReadInt16();
Int16 iYear = binReader.ReadInt16();
Int16 iHour = binReader.ReadInt16();
Int16 iMinute = binReader.ReadInt16();
Int16 iSecond = binReader.ReadInt16();
DateTime dtstamp;
string strStamp = iMonth.ToString() + @"/" + iDay.ToString() + @"/" + iYear.ToString() + @" ";
strStamp += iHour.ToString() + @":" + iMinute.ToString() + @":" + iSecond.ToString();
if (DateTime.TryParse(strStamp, out dtstamp) == true)
this.objTargaExtensionArea.SetDateTimeStamp(dtstamp);
this.objTargaExtensionArea.SetJobName(System.Text.Encoding.ASCII.GetString(binReader.ReadBytes(TargaConstants.ExtensionAreaJobNameByteLength)).TrimEnd('\0'));
// get the job time of the file
iHour = binReader.ReadInt16();
iMinute = binReader.ReadInt16();
iSecond = binReader.ReadInt16();
TimeSpan ts = new TimeSpan((int)iHour, (int)iMinute, (int)iSecond);
this.objTargaExtensionArea.SetJobTime(ts);
this.objTargaExtensionArea.SetSoftwareID(System.Text.Encoding.ASCII.GetString(binReader.ReadBytes(TargaConstants.ExtensionAreaSoftwareIDByteLength)).TrimEnd('\0'));
// get the version number and letter from file
float iVersionNumber = (float)binReader.ReadInt16() / 100.0F;
string strVersionLetter = System.Text.Encoding.ASCII.GetString(binReader.ReadBytes(TargaConstants.ExtensionAreaSoftwareVersionLetterByteLength)).TrimEnd('\0');
this.objTargaExtensionArea.SetSoftwareID(iVersionNumber.ToString(@"F2") + strVersionLetter);
// get the color key of the file
int a = (int)binReader.ReadByte();
int r = (int)binReader.ReadByte();
int b = (int)binReader.ReadByte();
int g = (int)binReader.ReadByte();
this.objTargaExtensionArea.SetKeyColor(Color.FromArgb(a, r, g, b));
this.objTargaExtensionArea.SetPixelAspectRatioNumerator((int)binReader.ReadInt16());
this.objTargaExtensionArea.SetPixelAspectRatioDenominator((int)binReader.ReadInt16());
this.objTargaExtensionArea.SetGammaNumerator((int)binReader.ReadInt16());
this.objTargaExtensionArea.SetGammaDenominator((int)binReader.ReadInt16());
this.objTargaExtensionArea.SetColorCorrectionOffset(binReader.ReadInt32());
this.objTargaExtensionArea.SetPostageStampOffset(binReader.ReadInt32());
this.objTargaExtensionArea.SetScanLineOffset(binReader.ReadInt32());
this.objTargaExtensionArea.SetAttributesType((int)binReader.ReadByte());
// load Scan Line Table from file if any
if (this.objTargaExtensionArea.ScanLineOffset > 0)
{
binReader.BaseStream.Seek(this.objTargaExtensionArea.ScanLineOffset, SeekOrigin.Begin);
for (int i = 0; i < this.objTargaHeader.Height; i++)
{
this.objTargaExtensionArea.ScanLineTable.Add(binReader.ReadInt32());
}
}
// load Color Correction Table from file if any
if (this.objTargaExtensionArea.ColorCorrectionOffset > 0)
{
binReader.BaseStream.Seek(this.objTargaExtensionArea.ColorCorrectionOffset, SeekOrigin.Begin);
for (int i = 0; i < TargaConstants.ExtensionAreaColorCorrectionTableValueLength; i++)
{
a = (int)binReader.ReadInt16();
r = (int)binReader.ReadInt16();
b = (int)binReader.ReadInt16();
g = (int)binReader.ReadInt16();
this.objTargaExtensionArea.ColorCorrectionTable.Add(Color.FromArgb(a, r, g, b));
}
}
}
catch (Exception ex)
{
this.ClearAll();
throw ex;
}
}
}
else
{
this.ClearAll();
throw new Exception(@"Error loading file, could not read file from disk.");
}
}
/// <summary>
/// Reads the image data bytes from the file. Handles Uncompressed and RLE Compressed image data.
/// Uses FirstPixelDestination to properly align the image.
/// </summary>
/// <param name="binReader">A BinaryReader that points the loaded file byte stream.</param>
/// <returns>An array of bytes representing the image data in the proper alignment.</returns>
private byte[] LoadImageBytes(BinaryReader binReader)
{
// read the image data into a byte array
// take into account stride has to be a multiple of 4
// use padding to make sure multiple of 4
byte[] data = null;
if (binReader != null && binReader.BaseStream != null && binReader.BaseStream.Length > 0 && binReader.BaseStream.CanSeek == true)
{
if (this.objTargaHeader.ImageDataOffset > 0)
{
// padding bytes
byte[] padding = new byte[this.intPadding];
MemoryStream msData = null;
System.Collections.Generic.List<System.Collections.Generic.List<byte>> rows = null;
System.Collections.Generic.List<byte> row = null;
rows = new System.Collections.Generic.List<System.Collections.Generic.List<byte>>();
row = new System.Collections.Generic.List<byte>();
// seek to the beginning of the image data using the ImageDataOffset value
binReader.BaseStream.Seek(this.objTargaHeader.ImageDataOffset, SeekOrigin.Begin);
// get the size in bytes of each row in the image
int intImageRowByteSize = (int)this.objTargaHeader.Width * ((int)this.objTargaHeader.BytesPerPixel);
// get the size in bytes of the whole image
int intImageByteSize = intImageRowByteSize * (int)this.objTargaHeader.Height;
// is this a RLE compressed image type
if (this.objTargaHeader.ImageType == ImageType.RUN_LENGTH_ENCODED_BLACK_AND_WHITE ||
this.objTargaHeader.ImageType == ImageType.RUN_LENGTH_ENCODED_COLOR_MAPPED ||
this.objTargaHeader.ImageType == ImageType.RUN_LENGTH_ENCODED_TRUE_COLOR)
{
#region COMPRESSED
// RLE Packet info
byte bRLEPacket = 0;
int intRLEPacketType = -1;
int intRLEPixelCount = 0;
byte[] bRunLengthPixel = null;
// used to keep track of bytes read
int intImageBytesRead = 0;
int intImageRowBytesRead = 0;
// keep reading until we have the all image bytes
while (intImageBytesRead < intImageByteSize)
{
// get the RLE packet
bRLEPacket = binReader.ReadByte();
intRLEPacketType = Utilities.GetBits(bRLEPacket, 7, 1);
intRLEPixelCount = Utilities.GetBits(bRLEPacket, 0, 7) + 1;
// check the RLE packet type
if ((RLEPacketType)intRLEPacketType == RLEPacketType.RUN_LENGTH)
{
// get the pixel color data
bRunLengthPixel = binReader.ReadBytes((int)this.objTargaHeader.BytesPerPixel);
// add the number of pixels specified using the read pixel color
for (int i = 0; i < intRLEPixelCount; i++)
{
foreach (byte b in bRunLengthPixel)
row.Add(b);
// increment the byte counts
intImageRowBytesRead += bRunLengthPixel.Length;
intImageBytesRead += bRunLengthPixel.Length;
// if we have read a full image row
// add the row to the row list and clear it
// restart row byte count
if (intImageRowBytesRead == intImageRowByteSize)
{
rows.Add(row);
row = null;
row = new System.Collections.Generic.List<byte>();
intImageRowBytesRead = 0;
}
}
}
else if ((RLEPacketType)intRLEPacketType == RLEPacketType.RAW)
{
// get the number of bytes to read based on the read pixel count
int intBytesToRead = intRLEPixelCount * (int)this.objTargaHeader.BytesPerPixel;
// read each byte
for (int i = 0;i < intBytesToRead;i++)
{
row.Add(binReader.ReadByte());
// increment the byte counts
intImageBytesRead++;
intImageRowBytesRead++;
// if we have read a full image row
// add the row to the row list and clear it
// restart row byte count
if (intImageRowBytesRead == intImageRowByteSize)
{
rows.Add(row);
row = null;
row = new System.Collections.Generic.List<byte>();
intImageRowBytesRead = 0;
}
}
}
}
#endregion
}
else
{
#region NON-COMPRESSED
// loop through each row in the image
for (int i = 0; i < (int)this.objTargaHeader.Height; i++)
{
// loop through each byte in the row
for (int j = 0; j < intImageRowByteSize; j++)
{
// add the byte to the row
row.Add(binReader.ReadByte());
}
// add row to the list of rows
rows.Add(row);
// create a new row
row = null;
row = new System.Collections.Generic.List<byte>();
}
#endregion
}
// flag that states whether or not to reverse the location of all rows.
bool blnRowsReverse = false;
// flag that states whether or not to reverse the bytes in each row.
bool blnEachRowReverse = false;
// use FirstPixelDestination to determine the alignment of the
// image data byte
switch (this.objTargaHeader.FirstPixelDestination)
{
case FirstPixelDestination.TOP_LEFT:
blnRowsReverse = false;
blnEachRowReverse = true;
break;
case FirstPixelDestination.TOP_RIGHT:
blnRowsReverse = false;
blnEachRowReverse = false;
break;
case FirstPixelDestination.BOTTOM_LEFT:
blnRowsReverse = true;
blnEachRowReverse = true;
break;
case FirstPixelDestination.BOTTOM_RIGHT:
case FirstPixelDestination.UNKNOWN:
blnRowsReverse = true;
blnEachRowReverse = false;
break;
}
// write the bytes from each row into a memory stream and get the
// resulting byte array
using (msData = new MemoryStream())
{
// do we reverse the rows in the row list.
if (blnRowsReverse == true)
rows.Reverse();
// go through each row
for (int i = 0; i < rows.Count; i++)
{
// do we reverse the bytes in the row
if (blnEachRowReverse == true)
rows[i].Reverse();
// get the byte array for the row
byte[] brow = rows[i].ToArray();
// write the row bytes and padding bytes to the memory streem
msData.Write(brow, 0, brow.Length);
msData.Write(padding, 0, padding.Length);
}
// get the image byte array
data = msData.ToArray();
}
// clear our row arrays
if (rows != null)
{
for(int i =0; i<rows.Count;i++){
rows[i].Clear();
rows[i] = null;
}
rows.Clear();
rows = null;
}
if (rows != null)
{
row.Clear();
row = null;
}
}
else
{
this.ClearAll();
throw new Exception(@"Error loading file, No image data in file.");
}
}
else
{
this.ClearAll();
throw new Exception(@"Error loading file, could not read file from disk.");
}
// return the image byte array
return data;
}
/// <summary>
/// Reads the image data bytes from the file and loads them into the Image Bitmap object.
/// Also loads the color map, if any, into the Image Bitmap.
/// </summary>
/// <param name="binReader">A BinaryReader that points the loaded file byte stream.</param>
private void LoadTGAImage(BinaryReader binReader)
{
// make sure we don't have a phantom Bitmap
if (this.bmpTargaImage != null)
{
this.bmpTargaImage.Dispose();
}
// make sure we don't have a phantom Thumbnail
if (this.bmpImageThumbnail != null)
{
this.bmpImageThumbnail.Dispose();
}
//************** NOTE *******************
// The memory allocated for Microsoft Bitmaps must be aligned on a 32bit boundary.
// The stride refers to the number of bytes allocated for one scanline of the bitmap.
// In your loop, you copy the pixels one scanline at a time and take into
// consideration the amount of padding that occurs due to memory alignment.
// calculate the stride, in bytes, of the image (32bit aligned width of each image row)
this.intStride = (((int)this.objTargaHeader.Width * (int)this.objTargaHeader.PixelDepth + 31) & ~31) >> 3; // width in bytes
// calculate the padding, in bytes, of the image
// number of bytes to add to make each row a 32bit aligned row
// padding in bytes
this.intPadding = this.intStride - ((((int)this.objTargaHeader.Width * (int)this.objTargaHeader.PixelDepth) + 7) / 8);
// get the Pixel format to use with the Bitmap object
PixelFormat pf = this.GetPixelFormat();
// get the image data bytes
byte[] bimagedata = this.LoadImageBytes(binReader);
// since the Bitmap constructor requires a poiter to an array of image bytes
// we have to pin down the memory used by the byte array and use the pointer
// of this pinned memory to create the Bitmap.
// This tells the Garbage Collector to leave the memory alone and DO NOT touch it.
this.ImageByteHandle = GCHandle.Alloc(bimagedata, GCHandleType.Pinned);
// create a Bitmap object using the image Width, Height,
// Stride, PixelFormat and the pointer to the pinned byte array.
this.bmpTargaImage = new Bitmap((int)this.objTargaHeader.Width,
(int)this.objTargaHeader.Height,
this.intStride,
pf,
this.ImageByteHandle.AddrOfPinnedObject());
// lets free the pinned bytes
if (this.ImageByteHandle != null && this.ImageByteHandle.IsAllocated)
this.ImageByteHandle.Free();
// load the thumbnail if any.
this.LoadThumbnail(binReader, pf);
// load the color map into the Bitmap, if it exists
if (this.objTargaHeader.ColorMap.Count > 0)
{
// get the Bitmap's current palette
ColorPalette pal = this.bmpTargaImage.Palette;
// loop trough each color in the loaded file's color map
for (int i = 0; i < this.objTargaHeader.ColorMap.Count; i++)
{
// is the AttributesType 0 or 1 bit
bool forceopaque = false;
if (this.Format == TGAFormat.NEW_TGA && this.objTargaFooter.ExtensionAreaOffset > 0)
{
if (this.objTargaExtensionArea.AttributesType == 0 || this.objTargaExtensionArea.AttributesType == 1)
forceopaque = true;
}
else if (this.Header.AttributeBits == 0 || this.Header.AttributeBits == 1)
forceopaque = true;
if (forceopaque)
// use 255 for alpha ( 255 = opaque/visible ) so we can see the image
pal.Entries[i] = Color.FromArgb(255, this.objTargaHeader.ColorMap[i].R, this.objTargaHeader.ColorMap[i].G, this.objTargaHeader.ColorMap[i].B);
else
// use whatever value is there
pal.Entries[i] = this.objTargaHeader.ColorMap[i];
}
// set the new palette back to the Bitmap object
this.bmpTargaImage.Palette = pal;
// set the palette to the thumbnail also, if there is one
if (this.bmpImageThumbnail != null)
{
this.bmpImageThumbnail.Palette = pal;
}
pal = null;
}
else
{ // no color map
// check to see if this is a Black and White (Greyscale)
if (this.objTargaHeader.PixelDepth == 8 && (this.objTargaHeader.ImageType == ImageType.UNCOMPRESSED_BLACK_AND_WHITE ||
this.objTargaHeader.ImageType == ImageType.RUN_LENGTH_ENCODED_BLACK_AND_WHITE))
{
// get the current palette
ColorPalette pal = this.bmpTargaImage.Palette;
// create the Greyscale palette
for (int i = 0; i < 256; i++)
{
pal.Entries[i] = Color.FromArgb(i, i, i);
}
// set the new palette back to the Bitmap object
this.bmpTargaImage.Palette = pal;
// set the palette to the thumbnail also, if there is one
if (this.bmpImageThumbnail != null)
{
this.bmpImageThumbnail.Palette = pal;
}
pal = null;
}
}
}
/// <summary>
/// Gets the PixelFormat to be used by the Image based on the Targa file's attributes
/// </summary>
/// <returns></returns>
private PixelFormat GetPixelFormat()
{
PixelFormat pfTargaPixelFormat = PixelFormat.Undefined;
// first off what is our Pixel Depth (bits per pixel)
switch (this.objTargaHeader.PixelDepth)
{
case 8:
pfTargaPixelFormat = PixelFormat.Format8bppIndexed;
break;
case 16:
// if this is a new tga file and we have an extension area, we'll determine the alpha based on
// the extension area Attributes
if (this.Format == TGAFormat.NEW_TGA && this.objTargaFooter.ExtensionAreaOffset > 0)
{
switch (this.objTargaExtensionArea.AttributesType)
{
case 0:
case 1:
case 2: // no alpha data
pfTargaPixelFormat = PixelFormat.Format16bppRgb555;
break;
case 3: // useful alpha data
pfTargaPixelFormat = PixelFormat.Format16bppArgb1555;
break;
}
}
else
{
// just a regular tga, determine the alpha based on the Header Attributes
if (this.Header.AttributeBits == 0)
pfTargaPixelFormat = PixelFormat.Format16bppRgb555;
if (this.Header.AttributeBits == 1)
pfTargaPixelFormat = PixelFormat.Format16bppArgb1555;
}
break;
case 24:
pfTargaPixelFormat = PixelFormat.Format24bppRgb;
break;
case 32:
//PixelFormat.Format32bppArgb
//PixelFormat.Format32bppPArgb
//PixelFormat.Format32bppRgb
if (this.Format == TGAFormat.NEW_TGA)
{
switch (this.objTargaExtensionArea.AttributesType)
{
case 0: // No Alpha Data included
pfTargaPixelFormat = PixelFormat.Format32bppRgb;
break;
case 1: // Undefined data, can be ignored
case 2: // Undefined data, should be retained
case 3: // Non-premultiplied Alpha
pfTargaPixelFormat = PixelFormat.Format32bppArgb;
break;
case 4: // Premultiplied Alpha
pfTargaPixelFormat = PixelFormat.Format32bppPArgb;
break;
}
}
else
{
// Normally it is better to keep the alpha, non premultiplied
pfTargaPixelFormat = PixelFormat.Format32bppArgb;
break;
}
break;
}
return pfTargaPixelFormat;
}
/// <summary>
/// Loads the thumbnail of the loaded image file, if any.
/// </summary>
/// <param name="binReader">A BinaryReader that points the loaded file byte stream.</param>
/// <param name="pfPixelFormat">A PixelFormat value indicating what pixel format to use when loading the thumbnail.</param>
private void LoadThumbnail(BinaryReader binReader, PixelFormat pfPixelFormat)
{
// read the Thumbnail image data into a byte array
// take into account stride has to be a multiple of 4
// use padding to make sure multiple of 4
byte[] data = null;
if (binReader != null && binReader.BaseStream != null && binReader.BaseStream.Length > 0 && binReader.BaseStream.CanSeek == true)
{
if (this.ExtensionArea.PostageStampOffset > 0)
{
// seek to the beginning of the image data using the ImageDataOffset value
binReader.BaseStream.Seek(this.ExtensionArea.PostageStampOffset, SeekOrigin.Begin);
int iWidth = (int)binReader.ReadByte();
int iHeight = (int)binReader.ReadByte();
int iStride = ((iWidth * (int)this.objTargaHeader.PixelDepth + 31) & ~31) >> 3; // width in bytes
int iPadding = iStride - (((iWidth * (int)this.objTargaHeader.PixelDepth) + 7) / 8);
System.Collections.Generic.List<System.Collections.Generic.List<byte>> rows = new System.Collections.Generic.List<System.Collections.Generic.List<byte>>();
System.Collections.Generic.List<byte> row = new System.Collections.Generic.List<byte>();
byte[] padding = new byte[iPadding];
MemoryStream msData = null;
bool blnEachRowReverse = false;
bool blnRowsReverse = false;
using (msData = new MemoryStream())
{
// get the size in bytes of each row in the image
int intImageRowByteSize = iWidth * ((int)this.objTargaHeader.PixelDepth / 8);
// get the size in bytes of the whole image
int intImageByteSize = intImageRowByteSize * iHeight;
// thumbnails are never compressed
for (int i = 0; i < iHeight; i++)
{
for (int j = 0; j < intImageRowByteSize; j++)
{
row.Add(binReader.ReadByte());
}
rows.Add(row);
row = null;
row = new System.Collections.Generic.List<byte>();
}
switch (this.objTargaHeader.FirstPixelDestination)
{
case FirstPixelDestination.TOP_LEFT:
break;
case FirstPixelDestination.TOP_RIGHT:
blnRowsReverse = false;
blnEachRowReverse = false;
break;
case FirstPixelDestination.BOTTOM_LEFT:
break;
case FirstPixelDestination.BOTTOM_RIGHT:
case FirstPixelDestination.UNKNOWN:
blnRowsReverse = true;
blnEachRowReverse = false;
break;
}
if (blnRowsReverse == true)
rows.Reverse();
for (int i = 0; i < rows.Count; i++)
{
if (blnEachRowReverse == true)
rows[i].Reverse();
byte[] brow = rows[i].ToArray();
msData.Write(brow, 0, brow.Length);
msData.Write(padding, 0, padding.Length);
}
data = msData.ToArray();
}
if (data != null && data.Length > 0)
{
this.ThumbnailByteHandle = GCHandle.Alloc(data, GCHandleType.Pinned);
this.bmpImageThumbnail = new Bitmap(iWidth, iHeight, iStride, pfPixelFormat,
this.ThumbnailByteHandle.AddrOfPinnedObject());
if (this.ThumbnailByteHandle != null && this.ThumbnailByteHandle.IsAllocated)
this.ThumbnailByteHandle.Free();
}
// clear our row arrays
if (rows != null)
{
for (int i = 0; i < rows.Count; i++)
{
rows[i].Clear();
rows[i] = null;
}
rows.Clear();
rows = null;
}
if (rows != null)
{
row.Clear();
row = null;
}
}
else
{
if (this.bmpImageThumbnail != null)
{
this.bmpImageThumbnail.Dispose();
this.bmpImageThumbnail = null;
}
}
}
else
{
if (this.bmpImageThumbnail != null)
{
this.bmpImageThumbnail.Dispose();
this.bmpImageThumbnail = null;
}
}
}
/// <summary>
/// Clears out all objects and resources.
/// </summary>
private void ClearAll()
{
if (this.bmpTargaImage != null)
{
this.bmpTargaImage.Dispose();
this.bmpTargaImage = null;
}
if (this.bmpImageThumbnail != null)
{
this.bmpImageThumbnail.Dispose();
this.bmpImageThumbnail = null;
}
if (this.ImageByteHandle != null && this.ImageByteHandle.IsAllocated)
this.ImageByteHandle.Free();
if (this.ThumbnailByteHandle != null && this.ThumbnailByteHandle.IsAllocated)
this.ThumbnailByteHandle.Free();
this.objTargaHeader = new TargaHeader();
this.objTargaExtensionArea = new TargaExtensionArea();
this.objTargaFooter = new TargaFooter();
this.eTGAFormat = TGAFormat.UNKNOWN;
this.intStride = 0;
this.intPadding = 0;
this.strFileName = string.Empty;
}
/// <summary>
/// Loads a Targa image file into a Bitmap object.
/// </summary>
/// <param name="sFileName">The Targa image filename</param>
/// <returns>A Bitmap object with the Targa image loaded into it.</returns>
public static Bitmap LoadTargaImage(string sFileName)
{
using (TargaImage ti = new TargaImage(sFileName))
{
return CopyToBitmap(ti);
}
}
/// <summary>
/// Loads a stream with Targa image data into a Bitmap object.
/// </summary>
/// <param name="sFileName">The Targa image stream</param>
/// <returns>A Bitmap object with the Targa image loaded into it.</returns>
public static Bitmap LoadTargaImage(Stream ImageStream)
{
using (TargaImage ti = new TargaImage(ImageStream))
{
return CopyToBitmap(ti);
}
}
private static Bitmap CopyToBitmap(TargaImage ti)
{
Bitmap b = null;
if (ti.Image.PixelFormat == PixelFormat.Format8bppIndexed)
{
b = (Bitmap)ti.Image.Clone();
}
else
{
b = new Bitmap(ti.Image.Width, ti.Image.Height, ti.Image.PixelFormat);
using (Graphics g = Graphics.FromImage(b))
{
g.DrawImage(ti.Image, 0, 0, new Rectangle(0, 0, b.Width, b.Height), GraphicsUnit.Pixel);
}
}
return b;
}
#region IDisposable Members
/// <summary>
/// Disposes all resources used by this instance of the TargaImage class.
/// </summary>
public void Dispose()
{
Dispose(true);
// Take yourself off the Finalization queue
// to prevent finalization code for this object
// from executing a second time.
GC.SuppressFinalize(this);
}
/// <summary>
/// Dispose(bool disposing) executes in two distinct scenarios.
/// If disposing equals true, the method has been called directly
/// or indirectly by a user's code. Managed and unmanaged resources
/// can be disposed.
/// If disposing equals false, the method has been called by the
/// runtime from inside the finalizer and you should not reference
/// other objects. Only unmanaged resources can be disposed.
/// </summary>
/// <param name="disposing">If true dispose all resources, else dispose only release unmanaged resources.</param>
protected virtual void Dispose(bool disposing)
{
// Check to see if Dispose has already been called.
if (!this.disposed)
{
// If disposing equals true, dispose all managed
// and unmanaged resources.
if (disposing)
{
// Dispose managed resources.
if (this.bmpTargaImage != null)
{
this.bmpTargaImage.Dispose();
}
if (this.bmpImageThumbnail != null)
{
this.bmpImageThumbnail.Dispose();
}
if (this.ImageByteHandle != null)
{
if (this.ImageByteHandle.IsAllocated)
{
this.ImageByteHandle.Free();
}
}
if (this.ThumbnailByteHandle != null)
{
if (this.ThumbnailByteHandle.IsAllocated)
{
this.ThumbnailByteHandle.Free();
}
}
if (this.objTargaHeader != null)
{
objTargaHeader.ColorMap.Clear();
objTargaHeader = null;
}
if (this.objTargaExtensionArea != null)
{
objTargaExtensionArea.ColorCorrectionTable.Clear();
objTargaExtensionArea.ScanLineTable.Clear();
objTargaExtensionArea = null;
}
objTargaFooter = null;
}
// Release unmanaged resources. If disposing is false,
// only the following code is executed.
// ** release unmanged resources here **
// Note that this is not thread safe.
// Another thread could start disposing the object
// after the managed resources are disposed,
// but before the disposed flag is set to true.
// If thread safety is necessary, it must be
// implemented by the client.
}
disposed = true;
}
#endregion
}
/// <summary>
/// This class holds all of the header properties of a Targa image.
/// This includes the TGA File Header section the ImageID and the Color Map.
/// </summary>
public class TargaHeader
{
private byte bImageIDLength = 0;
private ColorMapType eColorMapType = ColorMapType.NO_COLOR_MAP;
private ImageType eImageType = ImageType.NO_IMAGE_DATA;
private short sColorMapFirstEntryIndex = 0;
private short sColorMapLength = 0;
private byte bColorMapEntrySize = 0;
private short sXOrigin = 0;
private short sYOrigin = 0;
private short sWidth = 0;
private short sHeight = 0;
private byte bPixelDepth = 0;
private byte bImageDescriptor = 0;
private VerticalTransferOrder eVerticalTransferOrder = VerticalTransferOrder.UNKNOWN;
private HorizontalTransferOrder eHorizontalTransferOrder = HorizontalTransferOrder.UNKNOWN;
private byte bAttributeBits = 0;
private string strImageIDValue = string.Empty;
private System.Collections.Generic.List<System.Drawing.Color> cColorMap = new List<System.Drawing.Color>();
/// <summary>
/// Gets the number of bytes contained the ImageIDValue property. The maximum
/// number of characters is 255. A value of zero indicates that no ImageIDValue is included with the
/// image.
/// </summary>
public byte ImageIDLength
{
get { return this.bImageIDLength; }
}
/// <summary>
/// Sets the ImageIDLength property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="bImageIDLength">The Image ID Length value read from the file.</param>
internal protected void SetImageIDLength(byte bImageIDLength)
{
this.bImageIDLength = bImageIDLength;
}
/// <summary>
/// Gets the type of color map (if any) included with the image. There are currently 2
/// defined values for this field:
/// NO_COLOR_MAP - indicates that no color-map data is included with this image.
/// COLOR_MAP_INCLUDED - indicates that a color-map is included with this image.
/// </summary>
public ColorMapType ColorMapType
{
get { return this.eColorMapType; }
}
/// <summary>
/// Sets the ColorMapType property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="eColorMapType">One of the ColorMapType enumeration values.</param>
internal protected void SetColorMapType(ColorMapType eColorMapType)
{
this.eColorMapType = eColorMapType;
}
/// <summary>
/// Gets one of the ImageType enumeration values indicating the type of Targa image read from the file.
/// </summary>
public ImageType ImageType
{
get { return this.eImageType; }
}
/// <summary>
/// Sets the ImageType property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="eImageType">One of the ImageType enumeration values.</param>
internal protected void SetImageType(ImageType eImageType)
{
this.eImageType = eImageType;
}
/// <summary>
/// Gets the index of the first color map entry. ColorMapFirstEntryIndex refers to the starting entry in loading the color map.
/// </summary>
public short ColorMapFirstEntryIndex
{
get { return this.sColorMapFirstEntryIndex; }
}
/// <summary>
/// Sets the ColorMapFirstEntryIndex property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="sColorMapFirstEntryIndex">The First Entry Index value read from the file.</param>
internal protected void SetColorMapFirstEntryIndex(short sColorMapFirstEntryIndex)
{
this.sColorMapFirstEntryIndex = sColorMapFirstEntryIndex;
}
/// <summary>
/// Gets total number of color map entries included.
/// </summary>
public short ColorMapLength
{
get { return this.sColorMapLength; }
}
/// <summary>
/// Sets the ColorMapLength property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="sColorMapLength">The Color Map Length value read from the file.</param>
internal protected void SetColorMapLength(short sColorMapLength)
{
this.sColorMapLength = sColorMapLength;
}
/// <summary>
/// Gets the number of bits per entry in the Color Map. Typically 15, 16, 24 or 32-bit values are used.
/// </summary>
public byte ColorMapEntrySize
{
get { return this.bColorMapEntrySize; }
}
/// <summary>
/// Sets the ColorMapEntrySize property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="bColorMapEntrySize">The Color Map Entry Size value read from the file.</param>
internal protected void SetColorMapEntrySize(byte bColorMapEntrySize)
{
this.bColorMapEntrySize = bColorMapEntrySize;
}
/// <summary>
/// Gets the absolute horizontal coordinate for the lower
/// left corner of the image as it is positioned on a display device having
/// an origin at the lower left of the screen (e.g., the TARGA series).
/// </summary>
public short XOrigin
{
get { return this.sXOrigin; }
}
/// <summary>
/// Sets the XOrigin property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="sXOrigin">The X Origin value read from the file.</param>
internal protected void SetXOrigin(short sXOrigin)
{
this.sXOrigin = sXOrigin;
}
/// <summary>
/// These bytes specify the absolute vertical coordinate for the lower left
/// corner of the image as it is positioned on a display device having an
/// origin at the lower left of the screen (e.g., the TARGA series).
/// </summary>
public short YOrigin
{
get { return this.sYOrigin; }
}
/// <summary>
/// Sets the YOrigin property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="sYOrigin">The Y Origin value read from the file.</param>
internal protected void SetYOrigin(short sYOrigin)
{
this.sYOrigin = sYOrigin;
}
/// <summary>
/// Gets the width of the image in pixels.
/// </summary>
public short Width
{
get { return this.sWidth; }
}
/// <summary>
/// Sets the Width property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="sWidth">The Width value read from the file.</param>
internal protected void SetWidth(short sWidth)
{
this.sWidth = sWidth;
}
/// <summary>
/// Gets the height of the image in pixels.
/// </summary>
public short Height
{
get { return this.sHeight; }
}
/// <summary>
/// Sets the Height property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="sHeight">The Height value read from the file.</param>
internal protected void SetHeight(short sHeight)
{
this.sHeight = sHeight;
}
/// <summary>
/// Gets the number of bits per pixel. This number includes
/// the Attribute or Alpha channel bits. Common values are 8, 16, 24 and 32.
/// </summary>
public byte PixelDepth
{
get { return this.bPixelDepth; }
}
/// <summary>
/// Sets the PixelDepth property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="bPixelDepth">The Pixel Depth value read from the file.</param>
internal protected void SetPixelDepth(byte bPixelDepth)
{
this.bPixelDepth = bPixelDepth;
}
/// <summary>
/// Gets or Sets the ImageDescriptor property. The ImageDescriptor is the byte that holds the
/// Image Origin and Attribute Bits values.
/// Available only to objects in the same assembly as TargaHeader.
/// </summary>
internal protected byte ImageDescriptor
{
get { return this.bImageDescriptor; }
set { this.bImageDescriptor = value; }
}
/// <summary>
/// Gets one of the FirstPixelDestination enumeration values specifying the screen destination of first pixel based on VerticalTransferOrder and HorizontalTransferOrder
/// </summary>
public FirstPixelDestination FirstPixelDestination
{
get
{
if (this.eVerticalTransferOrder == VerticalTransferOrder.UNKNOWN || this.eHorizontalTransferOrder == HorizontalTransferOrder.UNKNOWN)
return FirstPixelDestination.UNKNOWN;
else if (this.eVerticalTransferOrder == VerticalTransferOrder.BOTTOM && this.eHorizontalTransferOrder == HorizontalTransferOrder.LEFT)
return FirstPixelDestination.BOTTOM_LEFT;
else if (this.eVerticalTransferOrder == VerticalTransferOrder.BOTTOM && this.eHorizontalTransferOrder == HorizontalTransferOrder.RIGHT)
return FirstPixelDestination.BOTTOM_RIGHT;
else if (this.eVerticalTransferOrder == VerticalTransferOrder.TOP && this.eHorizontalTransferOrder == HorizontalTransferOrder.LEFT)
return FirstPixelDestination.TOP_LEFT;
else
return FirstPixelDestination.TOP_RIGHT;
}
}
/// <summary>
/// Gets one of the VerticalTransferOrder enumeration values specifying the top-to-bottom ordering in which pixel data is transferred from the file to the screen.
/// </summary>
public VerticalTransferOrder VerticalTransferOrder
{
get { return this.eVerticalTransferOrder; }
}
/// <summary>
/// Sets the VerticalTransferOrder property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="eVerticalTransferOrder">One of the VerticalTransferOrder enumeration values.</param>
internal protected void SetVerticalTransferOrder(VerticalTransferOrder eVerticalTransferOrder)
{
this.eVerticalTransferOrder = eVerticalTransferOrder;
}
/// <summary>
/// Gets one of the HorizontalTransferOrder enumeration values specifying the left-to-right ordering in which pixel data is transferred from the file to the screen.
/// </summary>
public HorizontalTransferOrder HorizontalTransferOrder
{
get { return this.eHorizontalTransferOrder; }
}
/// <summary>
/// Sets the HorizontalTransferOrder property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="eHorizontalTransferOrder">One of the HorizontalTransferOrder enumeration values.</param>
internal protected void SetHorizontalTransferOrder(HorizontalTransferOrder eHorizontalTransferOrder)
{
this.eHorizontalTransferOrder = eHorizontalTransferOrder;
}
/// <summary>
/// Gets the number of attribute bits per pixel.
/// </summary>
public byte AttributeBits
{
get { return this.bAttributeBits; }
}
/// <summary>
/// Sets the AttributeBits property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="bAttributeBits">The Attribute Bits value read from the file.</param>
internal protected void SetAttributeBits(byte bAttributeBits)
{
this.bAttributeBits = bAttributeBits;
}
/// <summary>
/// Gets identifying information about the image.
/// A value of zero in ImageIDLength indicates that no ImageIDValue is included with the image.
/// </summary>
public string ImageIDValue
{
get { return this.strImageIDValue; }
}
/// <summary>
/// Sets the ImageIDValue property, available only to objects in the same assembly as TargaHeader.
/// </summary>
/// <param name="strImageIDValue">The Image ID value read from the file.</param>
internal protected void SetImageIDValue(string strImageIDValue)
{
this.strImageIDValue = strImageIDValue;
}
/// <summary>
/// Gets the Color Map of the image, if any. The Color Map is represented by a list of System.Drawing.Color objects.
/// </summary>
public System.Collections.Generic.List<System.Drawing.Color> ColorMap
{
get { return this.cColorMap; }
}
/// <summary>
/// Gets the offset from the beginning of the file to the Image Data.
/// </summary>
public int ImageDataOffset
{
get
{
// calculate the image data offset
// start off with the number of bytes holding the header info.
int intImageDataOffset = TargaConstants.HeaderByteLength;
// add the Image ID length (could be variable)
intImageDataOffset += this.bImageIDLength;
// determine the number of bytes for each Color Map entry
int Bytes = 0;
switch (this.bColorMapEntrySize)
{
case 15:
Bytes = 2;
break;
case 16:
Bytes = 2;
break;
case 24:
Bytes = 3;
break;
case 32:
Bytes = 4;
break;
}
// add the length of the color map
intImageDataOffset += ((int)this.sColorMapLength * (int)Bytes);
// return result
return intImageDataOffset;
}
}
/// <summary>
/// Gets the number of bytes per pixel.
/// </summary>
public int BytesPerPixel
{
get
{
return (int)this.bPixelDepth / 8;
}
}
}
/// <summary>
/// Holds Footer infomation read from the image file.
/// </summary>
public class TargaFooter
{
private int intExtensionAreaOffset = 0;
private int intDeveloperDirectoryOffset = 0;
private string strSignature = string.Empty;
private string strReservedCharacter = string.Empty;
/// <summary>
/// Gets the offset from the beginning of the file to the start of the Extension Area.
/// If the ExtensionAreaOffset is zero, no Extension Area exists in the file.
/// </summary>
public int ExtensionAreaOffset
{
get { return this.intExtensionAreaOffset; }
}
/// <summary>
/// Sets the ExtensionAreaOffset property, available only to objects in the same assembly as TargaFooter.
/// </summary>
/// <param name="intExtensionAreaOffset">The Extension Area Offset value read from the file.</param>
internal protected void SetExtensionAreaOffset(int intExtensionAreaOffset)
{
this.intExtensionAreaOffset = intExtensionAreaOffset;
}
/// <summary>
/// Gets the offset from the beginning of the file to the start of the Developer Area.
/// If the DeveloperDirectoryOffset is zero, then the Developer Area does not exist
/// </summary>
public int DeveloperDirectoryOffset
{
get { return this.intDeveloperDirectoryOffset; }
}
/// <summary>
/// Sets the DeveloperDirectoryOffset property, available only to objects in the same assembly as TargaFooter.
/// </summary>
/// <param name="intDeveloperDirectoryOffset">The Developer Directory Offset value read from the file.</param>
internal protected void SetDeveloperDirectoryOffset(int intDeveloperDirectoryOffset)
{
this.intDeveloperDirectoryOffset = intDeveloperDirectoryOffset;
}
/// <summary>
/// This string is formatted exactly as "TRUEVISION-XFILE" (no quotes). If the
/// signature is detected, the file is assumed to be a New TGA format and MAY,
/// therefore, contain the Developer Area and/or the Extension Areas. If the
/// signature is not found, then the file is assumed to be an Original TGA format.
/// </summary>
public string Signature
{
get { return this.strSignature; }
}
/// <summary>
/// Sets the Signature property, available only to objects in the same assembly as TargaFooter.
/// </summary>
/// <param name="strSignature">The Signature value read from the file.</param>
internal protected void SetSignature(string strSignature)
{
this.strSignature = strSignature;
}
/// <summary>
/// A New Targa format reserved character "." (period)
/// </summary>
public string ReservedCharacter
{
get { return this.strReservedCharacter; }
}
/// <summary>
/// Sets the ReservedCharacter property, available only to objects in the same assembly as TargaFooter.
/// </summary>
/// <param name="strReservedCharacter">The ReservedCharacter value read from the file.</param>
internal protected void SetReservedCharacter(string strReservedCharacter)
{
this.strReservedCharacter = strReservedCharacter;
}
/// <summary>
/// Creates a new instance of the TargaFooter class.
/// </summary>
public TargaFooter()
{}
}
/// <summary>
/// This class holds all of the Extension Area properties of the Targa image. If an Extension Area exists in the file.
/// </summary>
public class TargaExtensionArea
{
int intExtensionSize = 0;
string strAuthorName = string.Empty;
string strAuthorComments = string.Empty;
DateTime dtDateTimeStamp = DateTime.Now;
string strJobName = string.Empty;
TimeSpan dtJobTime = TimeSpan.Zero;
string strSoftwareID = string.Empty;
string strSoftwareVersion = string.Empty;
Color cKeyColor = Color.Empty;
int intPixelAspectRatioNumerator = 0;
int intPixelAspectRatioDenominator = 0;
int intGammaNumerator = 0;
int intGammaDenominator = 0;
int intColorCorrectionOffset = 0;
int intPostageStampOffset = 0;
int intScanLineOffset = 0;
int intAttributesType = 0;
private System.Collections.Generic.List<int> intScanLineTable = new List<int>();
private System.Collections.Generic.List<System.Drawing.Color> cColorCorrectionTable = new List<System.Drawing.Color>();
/// <summary>
/// Gets the number of Bytes in the fixed-length portion of the ExtensionArea.
/// For Version 2.0 of the TGA File Format, this number should be set to 495
/// </summary>
public int ExtensionSize
{
get { return this.intExtensionSize; }
}
/// <summary>
/// Sets the ExtensionSize property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="intExtensionSize">The Extension Size value read from the file.</param>
internal protected void SetExtensionSize(int intExtensionSize)
{
this.intExtensionSize = intExtensionSize;
}
/// <summary>
/// Gets the name of the person who created the image.
/// </summary>
public string AuthorName
{
get { return this.strAuthorName; }
}
/// <summary>
/// Sets the AuthorName property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="strAuthorName">The Author Name value read from the file.</param>
internal protected void SetAuthorName(string strAuthorName)
{
this.strAuthorName = strAuthorName;
}
/// <summary>
/// Gets the comments from the author who created the image.
/// </summary>
public string AuthorComments
{
get { return this.strAuthorComments; }
}
/// <summary>
/// Sets the AuthorComments property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="strAuthorComments">The Author Comments value read from the file.</param>
internal protected void SetAuthorComments(string strAuthorComments)
{
this.strAuthorComments = strAuthorComments;
}
/// <summary>
/// Gets the date and time that the image was saved.
/// </summary>
public DateTime DateTimeStamp
{
get { return this.dtDateTimeStamp; }
}
/// <summary>
/// Sets the DateTimeStamp property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="dtDateTimeStamp">The Date Time Stamp value read from the file.</param>
internal protected void SetDateTimeStamp(DateTime dtDateTimeStamp)
{
this.dtDateTimeStamp = dtDateTimeStamp;
}
/// <summary>
/// Gets the name or id tag which refers to the job with which the image was associated.
/// </summary>
public string JobName
{
get { return this.strJobName; }
}
/// <summary>
/// Sets the JobName property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="strJobName">The Job Name value read from the file.</param>
internal protected void SetJobName(string strJobName)
{
this.strJobName = strJobName;
}
/// <summary>
/// Gets the job elapsed time when the image was saved.
/// </summary>
public TimeSpan JobTime
{
get { return this.dtJobTime; }
}
/// <summary>
/// Sets the JobTime property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="dtJobTime">The Job Time value read from the file.</param>
internal protected void SetJobTime(TimeSpan dtJobTime)
{
this.dtJobTime = dtJobTime;
}
/// <summary>
/// Gets the Software ID. Usually used to determine and record with what program a particular image was created.
/// </summary>
public string SoftwareID
{
get { return this.strSoftwareID; }
}
/// <summary>
/// Sets the SoftwareID property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="strSoftwareID">The Software ID value read from the file.</param>
internal protected void SetSoftwareID(string strSoftwareID)
{
this.strSoftwareID = strSoftwareID;
}
/// <summary>
/// Gets the version of software defined by the SoftwareID.
/// </summary>
public string SoftwareVersion
{
get { return this.strSoftwareVersion; }
}
/// <summary>
/// Sets the SoftwareVersion property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="strSoftwareVersion">The Software Version value read from the file.</param>
internal protected void SetSoftwareVersion(string strSoftwareVersion)
{
this.strSoftwareVersion = strSoftwareVersion;
}
/// <summary>
/// Gets the key color in effect at the time the image is saved.
/// The Key Color can be thought of as the "background color" or "transparent color".
/// </summary>
public Color KeyColor
{
get { return this.cKeyColor; }
}
/// <summary>
/// Sets the KeyColor property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="cKeyColor">The Key Color value read from the file.</param>
internal protected void SetKeyColor(Color cKeyColor)
{
this.cKeyColor = cKeyColor;
}
/// <summary>
/// Gets the Pixel Ratio Numerator.
/// </summary>
public int PixelAspectRatioNumerator
{
get { return this.intPixelAspectRatioNumerator; }
}
/// <summary>
/// Sets the PixelAspectRatioNumerator property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="intPixelAspectRatioNumerator">The Pixel Aspect Ratio Numerator value read from the file.</param>
internal protected void SetPixelAspectRatioNumerator(int intPixelAspectRatioNumerator)
{
this.intPixelAspectRatioNumerator = intPixelAspectRatioNumerator;
}
/// <summary>
/// Gets the Pixel Ratio Denominator.
/// </summary>
public int PixelAspectRatioDenominator
{
get { return this.intPixelAspectRatioDenominator; }
}
/// <summary>
/// Sets the PixelAspectRatioDenominator property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="intPixelAspectRatioDenominator">The Pixel Aspect Ratio Denominator value read from the file.</param>
internal protected void SetPixelAspectRatioDenominator(int intPixelAspectRatioDenominator)
{
this.intPixelAspectRatioDenominator = intPixelAspectRatioDenominator;
}
/// <summary>
/// Gets the Pixel Aspect Ratio.
/// </summary>
public float PixelAspectRatio
{
get
{
if (this.intPixelAspectRatioDenominator > 0)
{
return (float)this.intPixelAspectRatioNumerator / (float)this.intPixelAspectRatioDenominator;
}
else
return 0.0F;
}
}
/// <summary>
/// Gets the Gamma Numerator.
/// </summary>
public int GammaNumerator
{
get { return this.intGammaNumerator; }
}
/// <summary>
/// Sets the GammaNumerator property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="intGammaNumerator">The Gamma Numerator value read from the file.</param>
internal protected void SetGammaNumerator(int intGammaNumerator)
{
this.intGammaNumerator = intGammaNumerator;
}
/// <summary>
/// Gets the Gamma Denominator.
/// </summary>
public int GammaDenominator
{
get { return this.intGammaDenominator; }
}
/// <summary>
/// Sets the GammaDenominator property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="intGammaDenominator">The Gamma Denominator value read from the file.</param>
internal protected void SetGammaDenominator(int intGammaDenominator)
{
this.intGammaDenominator = intGammaDenominator;
}
/// <summary>
/// Gets the Gamma Ratio.
/// </summary>
public float GammaRatio
{
get
{
if (this.intGammaDenominator > 0)
{
float ratio = (float)this.intGammaNumerator / (float)this.intGammaDenominator;
return (float)Math.Round(ratio, 1);
}
else
return 1.0F;
}
}
/// <summary>
/// Gets the offset from the beginning of the file to the start of the Color Correction table.
/// </summary>
public int ColorCorrectionOffset
{
get { return this.intColorCorrectionOffset; }
}
/// <summary>
/// Sets the ColorCorrectionOffset property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="intColorCorrectionOffset">The Color Correction Offset value read from the file.</param>
internal protected void SetColorCorrectionOffset(int intColorCorrectionOffset)
{
this.intColorCorrectionOffset = intColorCorrectionOffset;
}
/// <summary>
/// Gets the offset from the beginning of the file to the start of the Postage Stamp image data.
/// </summary>
public int PostageStampOffset
{
get { return this.intPostageStampOffset; }
}
/// <summary>
/// Sets the PostageStampOffset property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="intPostageStampOffset">The Postage Stamp Offset value read from the file.</param>
internal protected void SetPostageStampOffset(int intPostageStampOffset)
{
this.intPostageStampOffset = intPostageStampOffset;
}
/// <summary>
/// Gets the offset from the beginning of the file to the start of the Scan Line table.
/// </summary>
public int ScanLineOffset
{
get { return this.intScanLineOffset; }
}
/// <summary>
/// Sets the ScanLineOffset property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="intScanLineOffset">The Scan Line Offset value read from the file.</param>
internal protected void SetScanLineOffset(int intScanLineOffset)
{
this.intScanLineOffset = intScanLineOffset;
}
/// <summary>
/// Gets the type of Alpha channel data contained in the file.
/// 0: No Alpha data included.
/// 1: Undefined data in the Alpha field, can be ignored
/// 2: Undefined data in the Alpha field, but should be retained
/// 3: Useful Alpha channel data is present
/// 4: Pre-multiplied Alpha (see description below)
/// 5-127: RESERVED
/// 128-255: Un-assigned
/// </summary>
public int AttributesType
{
get { return this.intAttributesType; }
}
/// <summary>
/// Sets the AttributesType property, available only to objects in the same assembly as TargaExtensionArea.
/// </summary>
/// <param name="intAttributesType">The Attributes Type value read from the file.</param>
internal protected void SetAttributesType(int intAttributesType)
{
this.intAttributesType = intAttributesType;
}
/// <summary>
/// Gets a list of offsets from the beginning of the file that point to the start of the next scan line,
/// in the order that the image was saved
/// </summary>
public System.Collections.Generic.List<int> ScanLineTable
{
get { return this.intScanLineTable; }
}
/// <summary>
/// Gets a list of Colors where each Color value is the desired Color correction for that entry.
/// This allows the user to store a correction table for image remapping or LUT driving.
/// </summary>
public System.Collections.Generic.List<System.Drawing.Color> ColorCorrectionTable
{
get { return this.cColorCorrectionTable; }
}
}
/// <summary>
/// Utilities functions used by the TargaImage class.
/// </summary>
static class Utilities
{
/// <summary>
/// Gets an int value representing the subset of bits from a single Byte.
/// </summary>
/// <param name="b">The Byte used to get the subset of bits from.</param>
/// <param name="offset">The offset of bits starting from the right.</param>
/// <param name="count">The number of bits to read.</param>
/// <returns>
/// An int value representing the subset of bits.
/// </returns>
/// <remarks>
/// Given -> b = 00110101
/// A call to GetBits(b, 2, 4)
/// GetBits looks at the following bits in the byte -> 00{1101}00
/// Returns 1101 as an int (13)
/// </remarks>
internal static int GetBits(byte b, int offset, int count)
{
return (b >> offset) & ((1 << count) - 1);
}
/// <summary>
/// Reads ARGB values from the 16 bits of two given Bytes in a 1555 format.
/// </summary>
/// <param name="one">The first Byte.</param>
/// <param name="two">The Second Byte.</param>
/// <returns>A System.Drawing.Color with a ARGB values read from the two given Bytes</returns>
/// <remarks>
/// Gets the ARGB values from the 16 bits in the two bytes based on the below diagram
/// | BYTE 1 | BYTE 2 |
/// | A RRRRR GG | GGG BBBBB |
/// </remarks>
internal static Color GetColorFrom2Bytes(byte one, byte two)
{
// get the 5 bits used for the RED value from the first byte
int r1 = Utilities.GetBits(one, 2, 5);
int r = r1 << 3;
// get the two high order bits for GREEN from the from the first byte
int bit = Utilities.GetBits(one, 0, 2);
// shift bits to the high order
int g1 = bit << 6;
// get the 3 low order bits for GREEN from the from the second byte
bit = Utilities.GetBits(two, 5, 3);
// shift the low order bits
int g2 = bit << 3;
// add the shifted values together to get the full GREEN value
int g = g1 + g2;
// get the 5 bits used for the BLUE value from the second byte
int b1 = Utilities.GetBits(two, 0, 5);
int b = b1 << 3;
// get the 1 bit used for the ALPHA value from the first byte
int a1 = Utilities.GetBits(one, 7, 1);
int a = a1 * 255;
// return the resulting Color
return Color.FromArgb(a, r, g, b);
}
/// <summary>
/// Gets a 32 character binary string of the specified Int32 value.
/// </summary>
/// <param name="n">The value to get a binary string for.</param>
/// <returns>A string with the resulting binary for the supplied value.</returns>
/// <remarks>
/// This method was used during debugging and is left here just for fun.
/// </remarks>
internal static string GetIntBinaryString(Int32 n)
{
char[] b = new char[32];
int pos = 31;
int i = 0;
while (i < 32)
{
if ((n & (1 << i)) != 0)
{
b[pos] = '1';
}
else
{
b[pos] = '0';
}
pos--;
i++;
}
return new string(b);
}
/// <summary>
/// Gets a 16 character binary string of the specified Int16 value.
/// </summary>
/// <param name="n">The value to get a binary string for.</param>
/// <returns>A string with the resulting binary for the supplied value.</returns>
/// <remarks>
/// This method was used during debugging and is left here just for fun.
/// </remarks>
internal static string GetInt16BinaryString(Int16 n)
{
char[] b = new char[16];
int pos = 15;
int i = 0;
while (i < 16)
{
if ((n & (1 << i)) != 0)
{
b[pos] = '1';
}
else
{
b[pos] = '0';
}
pos--;
i++;
}
return new string(b);
}
}
}